Anyway, probably we are focusing on the wrong target. It doesn't matter which maps SG 1.1 will include in default download, as long as servers will provide a wide choice of maps to try and download. So in the end it will be the player to decide what is good and what is not. This is the way online games work. Or am I wrong?

Biondo wrote:So in the end it will be the player to decide what is good and what is not. This is the way online games work. Or am I wrong?

I agree with that. NNC was originally released in a mappers pack with Town, Backwater, and GhostTown. It was up to the server admins where they wanted to run them on their servers. Some did, some didn't...

You know new ioQuake3 based engine can download maps from a web site. I propose to host all well-known good maps on something like http://download.smokin-guns.org/ and to help admins to setup their dedicated servers so people will easily reach all maps, even new maps and updated maps out from any major release.

Hey Joe, I am having trouble with the new 1.1b5 specifically the rotating trains. Did they not make it into the release?

Also, When I build the sg_release solution exe and qvms I get the same graphic errors that we had in the first 1.1b4 release (invisible map sections). I'm using MSVS2010 and the sg_release solution from the 1.1-release branch. When I build the sg_debug everything works fine.

Tequila wrote:I propose to host all well-known good maps on something like http://download.smokin-guns.org/ and to help admins to setup their dedicated servers so people will easily reach all maps, even new maps and updated maps out from any major release.

Yes! You could even use this as the default for sv_dlURL and enable (server-side) downloads with sv_allowDownload "1" by default.I'm willing to provide a mirror. You could setup something like MirrorBrain on the SG master and let others help.

I have some problem to compile the game for x86_64 arch (using debian squeeze, r631 of 1.1-release branch). I had to use "setarch i386 make" to be able to compile the game correctly. Here is the output when I just use "make"

I remember collecting them from the Level Editing side of the forum. Now all links are down, sadly. I thought of them while I was searching for some extra maps (henry's to be exact) to send back here.

@Biondo, there might miss a .cfg into the maps folder of the pk3. Just open the pk3 with a zip editor, and just find the name of the map according to the .bsp. You will get:/map dm_aguacaliente/map dm_tinyDesertv3/map dm_pueblomuerto/map dm_ttstation/map dm_xmasI haven't posted them earlier because of few issue: firstly the copyright and secondly the missing source of the map. But now, as i see we can make a "non-free" repo of maps, why not adding them? They really need to be discovered imho.

"Chuck Norris had to shorten his beard in the presence of Richard Stallman because two beards that awesome, so close would segfault the universe (again)."

I made a try creating a LAN server. Another player in LAN tried to connect to my server and he had to download baseq3/mapmedia.pk3. The problem is that after the download ended (after around 5 minutes), he had to download it again, and then again, and again ... What have we missed?

I have some problem to compile the game for x86_64 arch (using debian squeeze, r631 of 1.1-release branch). I had to use "setarch i386 make" to be able to compile the game correctly. Here is the output when I just use "make"

I already had those packages when I tried to compile the code. I installed the *-dev packages as you suggested, but it doesn't change anything. Plus, how might those extra packages change it? It compiles correctly under a i386 arch.Just as a point of comparison, I also downloaded the source code of the current svn version of ioquake 3 (r2224) and it doens't compile too (I don't send the log, let's stay in SG subject). But as I said, all *nix users could use the standard i386 arch insead (I have no problem about it), this works perfectly.

"Chuck Norris had to shorten his beard in the presence of Richard Stallman because two beards that awesome, so close would segfault the universe (again)."